Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Computer Games | 2 |
Computer Simulation | 2 |
Learner Engagement | 2 |
Psychological Patterns | 2 |
Active Learning | 1 |
Affective Behavior | 1 |
Cognitive Processes | 1 |
Difficulty Level | 1 |
Educational Games | 1 |
Energy | 1 |
Field Studies | 1 |
More ▼ |
Source
Journal of Computer Assisted… | 2 |
Author
Bodzin, A. M. | 1 |
Bressler, D. M. | 1 |
Feng, Shi | 1 |
Hwang, Jisoo | 1 |
Kao, Dominic | 1 |
Magana, Alejandra J. | 1 |
Rebello, Sanjay | 1 |
Zu, Tianlong | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Bressler, D. M.; Bodzin, A. M. – Journal of Computer Assisted Learning, 2013
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Descriptors: Psychological Patterns, Affective Behavior, Learner Engagement, Secondary School Students